프로토타입 건물생성 하면 주변 캐릭터가 찾아오기
Project/TODO2019. 6. 14. 01:23
프로토타입..언제 마무리하지...unitypackage
오늘 한 작업
길찾기 보완 (타겟과 가장 가까운 캐릭터 vec2값 넣어주기)
건물 짓는 곳 제한
캐릭터 이동모션 ( idle을 안하는거 보완...해야함)
앞으로 해야 할 작업
1. 캐릭터 랜덤타일 찾아서 움직이기
2. 길찾기 조금더 보완하기
3. 건물 클릭하면 UI창 뜨기
코드 정리랑.. 아직 구현 못한것들 해야하는데...
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using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; public class TestProtoType : MonoBehaviour { public int colCount, rowCount; public Vector2[] blockPos; public Vector2[] characterPos; public GameObject uiPopup; public Button buildingBtn; public Button chracterMoveBtn; public Button testBtn; private int tileWidth = 64; private int tileHeight = 32; private int col = 0; //행 private int row = 0; //열 private Coroutine routine; private GameObject mapTile; private GameObject motherNode; private GameObject targetNode; private GameObject selectedTile; private GameObject selectedBuilding; private GameObject nearCharacter; //private TestUIPopup uiPopup; private Dictionary<Vector2, GameObject> dicFIndTile = new Dictionary<Vector2, GameObject>(); private List<GameObject> openList = new List<GameObject>(); private List<GameObject> closeList = new List<GameObject>(); private List<GameObject> characterList = new List<GameObject>(); private List<GameObject> randomMoveList = new List<GameObject>(); private void Start() { this.CreateCharacter(); this.CreateMap(); this.TileCheck(); this.buildingBtn.onClick.AddListener(() => { this.uiPopup.GetComponent<TestUIPopup>().CreateUI(); }); this.chracterMoveBtn.onClick.AddListener(() => { //this.FindNode(); this.FindeTargetNode(); }); this.testBtn.onClick.AddListener(() => { this.FIndNextPos(); }); } private void FindeTargetNode() { if (targetNode != null) { while (true) { if (targetNode == motherNode) { Debug.Log("찾음"); break; } this.FindNode(); } } else { Debug.Log("어디로 가"); } } private void FIndNextPos() { if (this.routine != null) { StopCoroutine(this.routine); } this.routine = StartCoroutine(this.FindNextPosImpl()); } private IEnumerator FindNextPosImpl() { for (int i = 1; i < this.closeList.Count; i++) { this.nearCharacter.GetComponent<TestCharacter>().vec2 = this.closeList[i - 1].GetComponent<TestTile>().vec2; this.CharacterMovePoint(this.closeList[i]); while (true) { var dir = (this.closeList[i].transform.position - this.nearCharacter.transform.position).normalized; var nextNode = Vector2.Distance(this.nearCharacter.transform.position, this.closeList[i].transform.position); this.nearCharacter.transform.position += dir * 2f * Time.deltaTime; //Debug.Log(nextNode); if (nextNode <= 0.03f) { //Debug.Log("다음"); break; } yield return null; } var distance = Vector2.Distance(this.nearCharacter.transform.position, this.targetNode.transform.position); //Debug.Log(distance); if (distance <= 0.04f) { this.nearCharacter.GetComponent<TestCharacter>().vec2 = this.targetNode.GetComponent<TestTile>().vec2; Debug.Log("도착"); this.nearCharacter.gameObject.SetActive(false); this.ClearMap(); yield return new WaitForSeconds(4); this.nearCharacter.gameObject.SetActive(true); this.nearCharacter.GetComponent<Animator>().Play("hero_idle2"); this.nearCharacter = null; break; } } } private void CharacterMovePoint(GameObject tile) { var mother = tile.GetComponent<TestTile>().vec2; var data = this.nearCharacter.GetComponent<TestCharacter>().vec2; var motherX = mother.x - 1; var motherY = mother.y - 1; var maxX = mother.x + 1; var maxY = mother.y + 1; if (data.x == motherX && data.y == mother.y) { //Debug.Log("오아"); this.nearCharacter.GetComponent<Animator>().Play("hero_rightdown"); } if (data.x == mother.x && data.y == maxY) { //Debug.Log("오위"); this.nearCharacter.GetComponent<Animator>().Play("hero_rightup"); } if (data.x == maxX && data.y == mother.y) { //Debug.Log("왼위"); this.nearCharacter.GetComponent<Animator>().Play("hero_leftup"); } if (data.x == mother.x && data.y == motherY) { //Debug.Log("왼아"); this.nearCharacter.GetComponent<Animator>().Play("hero_leftdown"); } } private void FindNode() { var mother = this.motherNode.GetComponent<TestTile>().vec2; var motherX = mother.x - 1; var motherY = mother.y - 1; var maxX = mother.x + 1; var maxY = mother.y + 1; if (motherX < 0) { motherX = 0; } if (motherY < 0) { motherY = 0; } for (int x = (int)motherX; x <= maxX; x++) { for (int y = (int)motherY; y <= maxY; y++) { if (x < this.colCount && y < this.rowCount) { var data = new Vector2(x, y); var tile = this.dicFIndTile[data]; if (tile.GetComponent<TestTile>().isBlock != true && !this.closeList.Contains(tile)) { if (data.x == motherX && data.y == mother.y || data.y == mother.y) { this.openList.Add(tile); this.SetFGH(tile); } if (data.y == motherY && data.x == mother.x || data.x == mother.x) { this.openList.Add(tile); this.SetFGH(tile); } this.openList.Remove(motherNode); this.closeList.Add(motherNode); if (!this.closeList.Contains(tile)) { tile.GetComponent<SpriteRenderer>().color = Color.grey; this.SetActiveFGH(tile); } } } } } foreach (var datas in openList) { datas.GetComponent<SpriteRenderer>().color = Color.grey; } this.NextNode(); this.closeList.Add(motherNode); } private void SetFGH(GameObject tile) { var tileScript = tile.GetComponent<TestTile>(); var getG = tile.GetComponent<TestTile>().g; var getH = tile.GetComponent<TestTile>().h; getG = Mathf.Round(Vector2.Distance(tile.GetComponent<TestTile>().vec2, this.motherNode.GetComponent<TestTile>().vec2) * 10); var dx = Mathf.Abs(tile.GetComponent<TestTile>().vec2.x - this.targetNode.GetComponent<TestTile>().vec2.x); var dy = Mathf.Abs(tile.GetComponent<TestTile>().vec2.y - this.targetNode.GetComponent<TestTile>().vec2.y); getH = (dx + dy) * 10; tile.GetComponent<TestTile>().f = getG + getH; tileScript.G.text = getG.ToString(); tileScript.H.text = getH.ToString(); tileScript.F.text = tile.GetComponent<TestTile>().f.ToString(); } private void NextNode() { this.motherNode.GetComponent<SpriteRenderer>().color = Color.blue; if (this.targetNode != this.motherNode) { IEnumerable<GameObject> sortNode = this.openList.OrderBy(x => x.GetComponent<TestTile>().f); this.selectedTile = sortNode.FirstOrDefault<GameObject>(); this.motherNode = this.selectedTile; } else { Debug.Log("찾았다"); } } #region 타일초기화 private void ClearMap() { Debug.Log("타일초기화"); this.openList.Clear(); this.closeList.Clear(); this.targetNode = null; this.selectedTile = null; //this.nearCharacter = null; this.motherNode = null; for (int i = 0; i < colCount; i++) { for (int j = 0; j < rowCount; j++) { var tiles = new Vector2(j, i); var tile = dicFIndTile[tiles]; if (!tile.GetComponent<TestTile>().isBlock) { tile.GetComponent<TestTile>().isBlock = false; this.SetActiveFGH(tile); tile.GetComponent<SpriteRenderer>().color = Color.white; } //Debug.LogFormat("{0}{1}", tile.GetComponent<TestTile>().isBlock, tile.GetComponent<TestTile>().vec2); } } } #endregion void TileCheck() { if (this.routine != null) { StopCoroutine(this.routine); } this.routine = StartCoroutine(this.TileCheckImpl()); } IEnumerator TileCheckImpl() { while (true) { if (Input.GetMouseButtonDown(0)) { Vector2 worldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); RaycastHit2D hit = Physics2D.Raycast(worldPos, Vector2.zero); if (hit.collider != null && hit.collider.GetComponent<TestTile>().isBuilding) { Debug.Log("??"); //hit.collider.gameObject.GetComponentInChildren<Button>().onClick.AddListener(() => //{ // //var buildingPopupMenu = Instantiate(Resources.Load("Prefabs/BuildingPopup") as GameObject); //}); } } yield return null; } } #region 마우스 클릭 시 빌딩생성 public void CreateBuilding() { if (routine != null) { StopCoroutine(this.routine); } this.routine = StartCoroutine(this.CreatebuildingImpl()); } private IEnumerator CreatebuildingImpl() { var building = Instantiate(Resources.Load<GameObject>("Prefabs/isoTile")); while (true) { Vector2 ray = Camera.main.ScreenToWorldPoint(Input.mousePosition); RaycastHit2D hit = Physics2D.Raycast(ray, Vector2.zero); building.transform.position = ray; if (Input.GetMouseButtonDown(0)) { if (hit.collider == null || hit.collider.GetComponent<TestTile>().isBlock || hit.collider.GetComponent<TestTile>().isBuilding == true) { Debug.Log("응 안돼~"); } else { this.selectedBuilding = hit.collider.gameObject; this.targetNode = hit.collider.gameObject; hit.collider.gameObject.GetComponent<TestTile>().isBuilding = true; this.FindNearCharacterNode(); building.transform.position = hit.collider.gameObject.transform.position; break; } } yield return null; } } #endregion #region 주변캐릭터 탐색 private void FindNearCharacterNode() { foreach (var characters in this.characterList) { var character = characters.GetComponent<TestCharacter>().vec2; //Debug.Log(character); var characterX = character.x - 1; var characterY = character.y - 1; var maxX = character.x + 1; var maxY = character.y + 1; if (characterX < 0) { characterX = 0; } if (characterY < 0) { characterY = 0; } for (int x = (int)characterX; x <= maxX; x++) { for (int y = (int)characterY; y <= maxY; y++) { if (x < this.colCount && y < this.rowCount) { var data = new Vector2(x, y); var nearNode = this.dicFIndTile[data]; var getG = characters.GetComponent<TestCharacter>().g; var getH = characters.GetComponent<TestCharacter>().h; //다음 타일까지의 이동비용 getG = Mathf.Round(Vector2.Distance(characters.GetComponent<TestCharacter>().vec2, nearNode.GetComponent<TestTile>().vec2) * 10); //최종목적지점까지의 예상이동비용 var dx = Mathf.Abs(characters.GetComponent<TestCharacter>().vec2.x - this.selectedBuilding.GetComponent<TestTile>().vec2.x); var dy = Mathf.Abs(characters.GetComponent<TestCharacter>().vec2.y - this.selectedBuilding.GetComponent<TestTile>().vec2.y); getH = (dx + dy) * 10; characters.GetComponent<TestCharacter>().f = getG + getH; } } } } //F값이 제일 적은 캐릭터 var sortCharacterF = this.characterList.OrderBy(x => x.GetComponent<TestCharacter>().f); this.nearCharacter = sortCharacterF.FirstOrDefault<GameObject>(); //캐릭터의 키값으로 타일 찾고 마더로 this.motherNode = this.dicFIndTile[nearCharacter.GetComponent<TestCharacter>().vec2]; } #endregion #region FGH 활성화 비활성화 private void SetActiveFGH(GameObject tile) { if (!this.openList.Contains(tile)) { tile.GetComponent<TestTile>().G.gameObject.SetActive(false); tile.GetComponent<TestTile>().F.gameObject.SetActive(false); tile.GetComponent<TestTile>().H.gameObject.SetActive(false); } else { tile.GetComponent<TestTile>().G.gameObject.SetActive(true); tile.GetComponent<TestTile>().F.gameObject.SetActive(true); tile.GetComponent<TestTile>().H.gameObject.SetActive(true); } } #endregion #region 맵, 타일, 캐릭터 생성 //캐릭터 생성입력 private void CreateCharacter() { var character = Instantiate(Resources.Load<GameObject>("Prefabs/hero")); var character1 = Instantiate(Resources.Load<GameObject>("Prefabs/hero")); var character2 = Instantiate(Resources.Load<GameObject>("Prefabs/hero")); this.CreatedCharacter(character, this.characterPos[0].x, this.characterPos[0].y); this.CreatedCharacter(character1, this.characterPos[1].x, this.characterPos[1].y); this.CreatedCharacter(character2, this.characterPos[2].x, this.characterPos[2].y); } //맵생성입력 private void CreateMap() { while (true) { this.mapTile = Instantiate(Resources.Load<GameObject>("Prefabs/tile")); this.mapTile.tag = "Tile"; this.mapTile.transform.SetParent(this.transform); this.CreatedMap(this.mapTile, this.col, row); this.dicFIndTile.Add(new Vector2(col, row), mapTile); this.col++; if (this.col >= this.colCount) { this.col = 0; this.row++; } if (this.row >= this.rowCount) { row = 0; this.WorldToCenterCamera(); break; } } } //캐릭터생성 private void CreatedCharacter(GameObject character, float x, float y) { var vec2 = new Vector2(x, y); character.AddComponent<TestCharacter>(); character.GetComponent<TestCharacter>().vec2 = vec2; this.characterList.Add(character); var screen = this.MapToScreen(vec2); var screenPos = Camera.main.ScreenToWorldPoint(new Vector2(screen.x, screen.y)); character.transform.position = new Vector3(screenPos.x, screenPos.y, 0); } //맵생성 private void CreatedMap(GameObject tileMap, float x, float y) { var vec2 = new Vector2(x, y); tileMap.AddComponent<TestTile>(); tileMap.GetComponent<TestTile>().vec2 = vec2; if (tileMap.GetComponentInChildren<TextMesh>()) { tileMap.GetComponentInChildren<TextMesh>().text = string.Format("({0},{1})", x, y); this.SetActiveFGH(tileMap); } foreach (var chracter in this.characterList) { if (chracter.GetComponent<TestCharacter>().vec2 == tileMap.GetComponent<TestTile>().vec2) { this.motherNode = tileMap; } } for (int a = 0; a < this.blockPos.Length; a++) { if (vec2 == this.blockPos[a]) { tileMap.name = "block"; tileMap.GetComponent<SpriteRenderer>().color = Color.red; tileMap.GetComponent<TestTile>().isBlock = true; } } var screen = this.MapToScreen(vec2); var screenPos = Camera.main.ScreenToWorldPoint(new Vector2(screen.x, screen.y)); tileMap.transform.position = new Vector3(screenPos.x, screenPos.y, 0); } //맵포지를 스크린포지로 public Vector2 MapToScreen(Vector2 mapPos) { var screenX = mapPos.x * this.tileWidth - (mapPos.y * this.tileWidth); var screenY = mapPos.y * -tileHeight - (mapPos.x * tileHeight); return new Vector2(screenX, screenY); } //카메라를 타일의 센터로 private void WorldToCenterCamera() { var pos = new Vector2(this.colCount / 2 - 1, this.rowCount / 2 - 1); var posX = this.dicFIndTile[pos].transform.position.x; var posY = this.dicFIndTile[pos].transform.position.y; Camera.main.transform.localPosition = new Vector3(posX, posY, -100); Camera.main.orthographicSize = this.rowCount / 2; } #endregion } | cs |
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